Okay, creating a full 3D sandbox game like Minecraft with good graphics entirely in the browser is a very complex task. We can start by setting up a basic 3D scene using the Three.js library, add a ground plane made of cubes, and implement first-person controls. This will give you a foundation to build upon.
This setup uses Three.js loaded via a CDN, so no download or build process is required.
Click inside the preview window to lock the mouse pointer. You can then use WASD keys to move, the mouse to look around, Space to jump, click to break a block, and Shift+Click to place a block. This is a very basic starting point, but it demonstrates the core concepts.
Okay, achieving true "RTX-like" ray-traced graphics in the browser with JavaScript is currently not feasible due to performance limitations. However, we can significantly improve the visual quality by adding textures, refining the lighting and shadows, and adding a visual representation of the sun.
We'll use some basic textures loaded from an external source (make sure the source allows hotlinking or replace URLs with your own hosted textures). We'll also enhance the shadow quality and add a glowing sphere to represent the sun.
This version includes:
MeshStandardMaterial({ map: loadTexture(...) })
and provide valid URLs to actual texture files for grass, dirt, and stone to see textures. The code uses NearestFilter
for a pixelated, Minecraft-like look.ACESFilmicToneMapping
and SRGBColorSpace
for better colors, slightly stronger ambient light, and a more intense directional light (sun).PCFSoftShadowMap
is enabled with higher resolution for better quality. Shadow bias is adjusted to reduce artifacts.createBlock
now accepts a type ('grass', 'dirt', 'stone') and uses the corresponding material. Shift+Click now places a 'stone' block.Remember to replace the placeholder material colors with actual texture loading code once you have texture images available online. The visual quality will improve dramatically with textures.
Okay, let's fix the inverted strafing controls and apply some optimizations while trying to maintain the improved visual quality.
1. Fixing Controls:
The issue is in the updatePlayer
function where the rightDirection
vector is calculated and applied. The cross product camera.up.cross(cameraDirection)
actually gives the left vector relative to the camera's view. We need to adjust how it's used for 'A' and 'D'.
2. Optimizations:
THREE.Vector3
objects repeatedly in the loop where possible.Here are the updated files:
Key changes:
updatePlayer
, the lines for KeyA
and KeyD
now correctly subtract and add the rightDirection
respectively.THREE.Clock
to get the time delta between frames (delta
). Movement and gravity are now scaled by delta
for frame-rate independence.getNearbyBlocks
function is added and used within updatePlayer
to drastically reduce the number of collision checks. Reusable playerBox
and blockBox
are used to minimize object creation.init
.controls.getObject().position
after collision resolution.These changes should make the controls feel correct and improve performance by optimizing the most expensive parts (collision detection and shadows) while keeping the enhanced lighting model. Further significant optimization would require implementing chunking and mesh merging.*